// 浮点数精度 height - medium - lowp ( 放在最前面，告知计算机应该如何计算浮点数 )
precision lowp float;

attribute vec3 position;
attribute vec2 uv;

uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform float uTime;


// 输出变量
varying vec2 vUv;

void main(){
    vUv = uv;

    vec4 modelPosition =  modelMatrix * vec4(position,1.0);
    gl_Position = projectionMatrix * viewMatrix * modelPosition;
}